

Davon Allen
Gameplay Programmer
Unreal C++ I Unity C#
I build gameplay systems across Unreal Engine and Unity, with a focus on gameplay systems, multiplayer-safe architecture, and designer-facing tools.
My work spans live UEFN multiplayer islands, Unreal C++ prototypes, Unity production tooling, AR/VR installations, and educational game systems.
This portfolio highlights systems I owned from prototype through production, with notes on architecture, tradeoffs, debugging, and impact.
Portfolio

Magical Block Adventure
Falling Block Battler Prototype - Unity / C# / AI
Falling block puzzle game with Single Player Story and Versus Modes where abilities shake up the traditional gameplay
Architected code with the help of claude and codex.
Built a working prototype in a few hours.
Put on itch.io for playtesting and feedback.

MECHA vs MAGICA
Technical Director, Gameplay, AI Programmer
PvPvE Multiplayer Combat Prototype - UEFN / Verse
1-week Fortnite game jam where I served as Technical Director and Lead Gameplay Engineer for a 10-person team.
Implemented a Verse event bus coordinating combat, scoring, UI, player lifecycle, enemy waves, and round-state flow
Built enemy behavior orchestration on top of Fortnite creature spawners: target selection, chase, ranged attacks, retreat, boss behavior, VFX/SFX triggers, and wave reset
Owned player join/leave/death handling, team-zone respawns, PvPvE scoring data, and spawn distribution patterns for a shippable island

FortNut2.0
Gameplay Engineer, Tools Programmer
Live Multiplayer Systems Overhaul — Unreal
Revived a legacy map to support designer-authored minigames
Rebuilt legacy island architecture into modular, dynamically composable game mode framework in UEFN (Verse)
Implemented server-authoritative voting and runtime modifier injection systems supporting 16-player sessions
Stabilized replication and round-state transitions under live player traffic (235M+ lifetime minutes)

The Pit of Legends
Gameplay Engineer, UI Programmer
Live PvP Bounty & Progression Systems — Unreal
Used by 50K+ players in a live Fortnite Creative environment.
Engineered multiplayer-safe customization, bounty, and vendor economy systems for launch-scale arena (84M+ lifetime minutes, 22K+ peak)
Implemented server-validated transactions and player calling card customization in Verse
Architected seasonal content pipeline without destabilizing live multiplayer state

Antithesis – Hybrid Board Game and Deck Editor
Technical Director / Systems Engineer
Hybrid Strategy System & Tooling Architecture — Unity
Hybrid TableTop Game with Minitures and Deckbuilding Demoed at Gencon 2024
Architected data-driven deck editor in Unity with schema-validated JSON pipelines and AWS S3 asset delivery
Built 25-request throttled batching system to prevent WebGL request saturation
Reduced 500-card content production from ~1 week to 15 minutes via automated CSV to JSON to Publisher pipeline

My Reading & Math Academy
Software Engineer, Gameplay
Educational Game Frameworks — Unity
Built engaging math and reading games for Pre-K - 2nd Grade
Built reusable gameplay template framework enabling 60+ interactive books to ship in 9 months
Introduced Unity Addressables, reducing bundle sizes from ~20MB to 5–9MB and stabilizing iPad 2 memory crashes
Reduced book production time from ~60 minutes to ~5–12 minutes via custom CSV to JSON editor tooling

AR/VR & Interactive Systems
Unity Engineer, Systems Architect
AR/VR & Interactive Systems — Unity
Built immersive applications and games for real-world events and commercial clients.
Engineered 20+ AR/VR installations deployed at CES & NAIAS with 12-hour continuous runtime stability
Stabilized full-scale vehicle AR tracking using multi-marker Vuforia under variable lighting
Reduced draw calls by ~50% and sustained 90 FPS VR performance in high-visibility trade show environments


